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"Scripted Minigame Engine"
Owner: jayenkai
Showcase Entry: Green's Super Minigames
Total Entries: 3
jayenkai
Entry: 3
01/18/2005
05:45 PM
Today I worked on the frontend.
I used a generic PaintShop Pro 7 Auto-Shape for the most part, and it's turned out quite good.
I got some music (albeit repetitive, at the minute) for the frontend, and then got "Repetition Mode" to work. That's where you pick a minigame, then keep playing it over and over until you finally lose.
I'm adding in Hiscore Loading+Saving, next.
jayenkai
Entry: 2
01/14/2005
04:36 PM
Version 0.03 is now available from the Minigame site, as are a few tutorials.
The Super new latest feature is the ability to use Nokia RTTTL Ringtones within your minigame, using any loaded samples.
http://jayenkai.ninhost.co.uk/
jayenkai
Entry: 1
01/11/2005
08:45 PM
Available commands

[Load] commands occur when the game first loads into memory.
[Realtime] commands occur every frame, unless otherwise defined within an if statement.

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Game Info

Game Text [Load]
The name of the game

Rule Text [Load]
The little instructions that flash up onscreen when the game loads (you know what I mean!)

Beat Value [Load]
How many times you must beat the game in "Wario Ware Album" mode, in order to get the little Rose on it!

Author Text [Load]
Your name

Visit Text [Load]
Your website

Time Frames [Load]
Sets the length of the minigame, in number of frames.

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Game Events

Won True/False [Realtime]
Sets "You have Won" to True or False, you can also use Win True/False!

Lost True/False [Realtime]
Sets "You have Lost" to True or False, you can also use Lose True/False! (if both Won and Lost are set to true, Lost wins!)

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Backgrounds

BackSolid R G B [Realtime] (Back R G B also works)
Sets the background to a solid color

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Drawing

Color R G B [Realtime]
Sets the current drawing color.

Rect X Y Width Height [Realtime]
Draws a rectangle in the current drawing color.

Oval X Y Width Height [Realtime]
Draws an oval in the current drawing color.

Line X1 Y1 X2 T2 [Realtime]
Draws a line in the current drawing color.

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Loading Objects

Sprite ObjectName ImageFilename [Load]
Loads ImageFilename.bmp as the object specified. If ImageFilename.AML exists (Animation frame language), it will be loaded, also.

And ObjectName [Load]
Copies the last loaded object to a new object, allowing you to have many objects without too much loading.
Moving Objects

Position ObjectName X Y [Load]
Specifies X and Y Start positions for an object.

Move ObjectName X Y [Realtime]
Moves object X and Y pixels, each frame. (See also "Extended Values")

Rotate ObjectName Angle [Realtime]
Rotates object X degrees clockwise. (See also "Extended Values")

Flip ObjectName 1 or 0 [Realtime]
If set to 1, the object will appear flipped from left to right.

Scale ObjectName XPercentage YPercentage [Realtime]
Resizes the object. 100 = original size, 50 = half size, 200 = double, etc. You can stretch it wide or tall by defining different numbers for X and Y. (See also "Extended Values")

Opaque ObjectName Amount [Realtime]
Amount can be between 0 (for invisible) to 255 (for solid) with everything between being various transparent amount. (See also "Extended Values")

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Animating Objects

Anim ObjectName Set [Realtime]
Selects an Animation Set for the object, as described in the AML file.

Animate ObjectName [Realtime]
Shifts the animation of ObjectName along, one frame.

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Audio

Sample SampleName SampleFile DefaultPitch [Load]
Loads the file from the directory System/ (you must specify it's path from there) into the SampleName slot. The default pitch is only useful if you're going to be making music with the samples.
ie Sample Plink, Instruments/Plink.wav, 16000

Play SampleName Tune FramesPerNote [Realtime]
Plays Samplename. If you leave off Tune, and FramesPerNote, the engine will simply play that sound.
For tune examples, see Making Music section

PlayStart SampleName Tune FramesPerNote [Load]
Works exactly the same way as Play, except it plays the sound/tune as soon as the game starts. You can use this for background tunes/sounds/etc.

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Grids

LoadGrid
..
EndGrid [Load]
Loads the data between the lines into the Grid.

SetGrid Xpos Ypos Value
Sets a specific grid point to the value given. (Can be read using Grid[], see "Extended Values")

DrawGrid ObjectName X Y
Draws the complete grid, using sprites in ObjectName, (with 1 being the first frame, and 0 being "draw nothing") starting at the give X + Y co-ordinates.
Using this function, you can easily create tile-based maps for your games.

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Variables/Maths

Preset ObjectName Variable# Value [Load]
Sets a object variable to a value, when loading the game. Useful for setting up speeds, and more.

Set ObjectName Variable# Value [Realtime]
Sets a object variable to a value, during the game.

Add ObjectName Variable# Value [Realtime]
Add value to an object variable.

Sub ObjectName Variable# Value [Realtime]
Subtracts value from an object variable.

Mult ObjectName Variable# Value [Realtime]
Multiplies Variable by Value

Div ObjectName Variable# Value [Realtime]
Divides Variable by Value

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Events

If Value1 < Value2 EventResult [Realtime]
Does as EventResult says, when Value1 is less than Value2. (See also "Extended Values", and EventResults)

If Value1 = Value2 EventResult [Realtime]
Does as EventResult says, when Value1 is equal to Value2. (See also "Extended Values", and EventResults)

If Value1 > Value2 EventResult [Realtime]
Does as EventResult says, when Value1 is more than Value2. (See also "Extended Values", and EventResults)

If ObjectName1 Collide ObjectName2 EventResult [Realtime]
Does as EventResult says, if the 2 given objects collide. (See also "Extended Values", and EventResults)

If Chance A B EventResult [Realtime]
Does as EventResult says, randomly, with a chance of A in B. (ie 1 in every 100) (See also "Extended Values", and EventResults)

Key KeyName [Realtime]
(Replaced by the following, but kept for compatibility)
Performs the next line in the script, only when the given key is held down. Otherwise it'll be ignored.. Keys are Up, Down, Left, Right, A and B

If KeyDown KeyName EventResult [Realtime]
Does as EventResult says, if the key is currently pressed. (See also "Extended Values", and EventResults)

If KeyTap KeyName EventResult [Realtime]
Does as EventResult says, if the key has been hit. (Only counts single hits, so you can have key tapping in games) (See also "Extended Values", and EventResults)

If Won/Win True/False EventResult [Realtime]
Does as EventResult says, if the game is Won (or if the game is Not won, if set to false) Otherwise it'll be ignored. (See also EventResults)

If Lost/Lose True/False EventResult [Realtime]
Does as EventResult says, if the game is Lost (or if the game is Not lost, if set to false) Otherwise it'll be ignored. (See also EventResults)



More to come!
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